If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

Bot difficulties

Okay, so I practise with bots, and the only thing I notice that's hard about fighting nightmare bots is the 1 hit kill at long range with a shotgun when I have 120+ health and 20 armor...
Surely there is a way to make bot damage what it should be and have them use different weapons at the right situations?

Well you're (probably) not going to get better against bots. While they can help with aiming to some degree, you can't really improve since their movement is fairly easy to predict and they don't use any strategy when playing.

It would be nice if there was an API or something that would allow people to code their own bots and then add them into the game (singleplayer)... ideally with enough flexibility to allow (or not hinder development of) genetic algorithms. :E

bot_aasoptimize has nothing to do with their strength, it has to do with optimizing aas files.

Supposedly bot_challenge 1 makes them "more challenging". I tried to determine from the q3 source if this is the case but couldn't. The code does appear to be doing something with the way the bot aims, but this wasn't noticeable from spectating them. I found at least one esr post that said it made them better, but that could have been placebo.

bot_thinktime is the time the bot thinks in milliseconds (per q3 source).

I don't know if that means the bot plays stronger since he thinks longer, or he plays weaker since he does the same amount of thinking in a longer period of time and therefore makes a decision quicker when set lower, or carries out an action more quickly.

I would like to know for sure. If you can demonstrate a difference with a demo or whatever, I'd love to see it.